本文整理汇总了C++中GetAbsOrigin函数的典型用法代码示例。如果您正苦于以下问题:C++ GetAbsOrigin函数的具体用法?C++ GetAbsOrigin怎么用?C++ GetAbsOrigin使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetAbsOrigin函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetAbsOrigin
const Vector &C_EnvParticleScript::GetSortOrigin()
{
return GetAbsOrigin();
}
示例2: ComputeIndices
void C_EnergyWave::ComputePoint( float s, float t, Vector& pt, Vector& normal, float& opacity )
{
int is = (int)s;
int it = (int)t;
if( is >= EWAVE_NUM_HORIZONTAL_POINTS )
is -= 1;
if( it >= EWAVE_NUM_VERTICAL_POINTS )
it -= 1;
int idx[16];
ComputeIndices( is, it, idx );
// The patch equation is:
// px = S * M * Gx * M^T * T^T
// py = S * M * Gy * M^T * T^T
// pz = S * M * Gz * M^T * T^T
// where S = [s^3 s^2 s 1], T = [t^3 t^2 t 1]
// M is the patch type matrix, in my case I'm using a catmull-rom
// G is the array of control points. rows have constant t
static VMatrix catmullRom( -0.5, 1.5, -1.5, 0.5,
1, -2.5, 2, -0.5,
-0.5, 0, 0.5, 0,
0, 1, 0, 0 );
VMatrix controlPointsX, controlPointsY, controlPointsZ, controlPointsO;
Vector pos;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
const Vector& v = m_EWaveEffect.GetPoint( idx[i * 4 + j] );
controlPointsX[j][i] = v.x;
controlPointsY[j][i] = v.y;
controlPointsZ[j][i] = v.z;
controlPointsO[j][i] = m_EWaveEffect.ComputeOpacity( v, GetAbsOrigin() );
}
}
float fs = s - is;
float ft = t - it;
VMatrix temp, mgm[4];
MatrixTranspose( catmullRom, temp );
MatrixMultiply( controlPointsX, temp, mgm[0] );
MatrixMultiply( controlPointsY, temp, mgm[1] );
MatrixMultiply( controlPointsZ, temp, mgm[2] );
MatrixMultiply( controlPointsO, temp, mgm[3] );
MatrixMultiply( catmullRom, mgm[0], mgm[0] );
MatrixMultiply( catmullRom, mgm[1], mgm[1] );
MatrixMultiply( catmullRom, mgm[2], mgm[2] );
MatrixMultiply( catmullRom, mgm[3], mgm[3] );
Vector4D svec, tvec;
float ft2 = ft * ft;
tvec[0] = ft2 * ft; tvec[1] = ft2; tvec[2] = ft; tvec[3] = 1.0f;
float fs2 = fs * fs;
svec[0] = fs2 * fs; svec[1] = fs2; svec[2] = fs; svec[3] = 1.0f;
Vector4D tmp;
Vector4DMultiply( mgm[0], tvec, tmp );
pt[0] = DotProduct4D( tmp, svec );
Vector4DMultiply( mgm[1], tvec, tmp );
pt[1] = DotProduct4D( tmp, svec );
Vector4DMultiply( mgm[2], tvec, tmp );
pt[2] = DotProduct4D( tmp, svec );
Vector4DMultiply( mgm[3], tvec, tmp );
opacity = DotProduct4D( tmp, svec );
if ((s == 0.0f) || (t == 0.0f) ||
(s == (EWAVE_NUM_HORIZONTAL_POINTS-1.0f)) || (t == (EWAVE_NUM_VERTICAL_POINTS-1.0f)) )
{
opacity = 0.0f;
}
if ((s <= 0.3) || (t < 0.3))
{
opacity *= 0.35f;
}
if ((s == (EWAVE_NUM_HORIZONTAL_POINTS-0.7f)) || (t == (EWAVE_NUM_VERTICAL_POINTS-0.7f)) )
{
opacity *= 0.35f;
}
if (opacity < 0.0f)
opacity = 0.0f;
else if (opacity > 255.0f)
opacity = 255.0f;
// Normal computation
Vector4D dsvec, dtvec;
dsvec[0] = 3.0f * fs2; dsvec[1] = 2.0f * fs; dsvec[2] = 1.0f; dsvec[3] = 0.0f;
dtvec[0] = 3.0f * ft2; dtvec[1] = 2.0f * ft; dtvec[2] = 1.0f; dtvec[3] = 0.0f;
//.........这里部分代码省略.........
示例3: switch
void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_MELEE_HIT:
{
// Trace up or down based on where the enemy is...
// But only if we're basically facing that direction
Vector vecDirection;
AngleVectors( GetAbsAngles(), &vecDirection );
CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
if ( pEnemy )
{
Vector vecDelta;
VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
VectorNormalize( vecDelta );
Vector2D vecDelta2D = vecDelta.AsVector2D();
Vector2DNormalize( vecDelta2D );
if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
{
vecDirection = vecDelta;
}
}
Vector vecEnd;
VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
// Stretch the swing box down to catch low level physics objects
CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
// did I hit someone?
if ( pHurt )
{
// play sound
WeaponSound( MELEE_HIT );
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
bool bFlashed = false;
if ( pCop != NULL && pPlayer != NULL )
{
// See if we need to knock out this target
if ( pCop->ShouldKnockOutTarget( pHurt ) )
{
float yawKick = random->RandomFloat( -48, -24 );
//Kick the player angles
pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
color32 white = {255,255,255,255};
UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
bFlashed = true;
pCop->KnockOutTarget( pHurt );
break;
}
else
{
// Notify that we've stunned a target
pCop->StunnedTarget( pHurt );
}
}
// Punch angles
if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
{
float yawKick = random->RandomFloat( -48, -24 );
//Kick the player angles
pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
// If the player's on my head, don't knock him up
if ( pPlayer->GetGroundEntity() == pOperator )
{
dir = vecDirection;
dir.z = 0;
}
VectorNormalize(dir);
dir *= 500.0f;
//If not on ground, then don't make them fly!
if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
dir.z = 0.0f;
//Push the target back
pHurt->ApplyAbsVelocityImpulse( dir );
if ( !bFlashed )
{
color32 red = {128,0,0,128};
UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
//.........这里部分代码省略.........
示例4: UTIL_GetNearestPlayer
void CNPC_Zombine::GatherGrenadeConditions( void )
{
if ( m_iGrenadeCount <= 0 )
return;
if ( g_flZombineGrenadeTimes > gpGlobals->curtime )
return;
if ( m_flGrenadePullTime > gpGlobals->curtime )
return;
if ( m_flSuperFastAttackTime >= gpGlobals->curtime )
return;
if ( HasGrenade() )
return;
if ( GetEnemy() == NULL )
return;
if ( FVisible( GetEnemy() ) == false )
return;
if ( IsSprinting() )
return;
if ( IsOnFire() )
return;
if ( IsRunningDynamicInteraction() == true )
return;
if ( m_ActBusyBehavior.IsActive() )
return;
//Secobmod FixMe
//CBasePlayer *pPlayer = AI_GetSinglePlayer();
CBasePlayer *pPlayer = UTIL_GetNearestPlayer(GetAbsOrigin());
if ( pPlayer && pPlayer->FVisible( this ) )
{
float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length();
float flLengthToEnemy = flLengthToPlayer;
if ( pPlayer != GetEnemy() )
{
flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
}
if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE )
{
float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE );
m_flGrenadePullTime = gpGlobals->curtime + 0.5f;
if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) )
{
g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f;
SetCondition( COND_ZOMBINE_GRENADE );
}
}
}
}
示例5: CollisionProp
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info )
{
m_OnDeath.FireOutput( info.GetAttacker(), this );
Vector vecAbsMins, vecAbsMaxs;
CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
Vector vecNormalizedMins, vecNormalizedMaxs;
CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins );
CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );
Vector vecAbsPoint;
CPASFilter filter( GetAbsOrigin() );
for (int i = 0; i < 5; i++)
{
CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint );
te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ), &vecAbsPoint,
g_sModelIndexFireball, random->RandomInt( 4, 10 ),
random->RandomInt( 8, 15 ),
( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS,
100, 0 );
}
// TODO: make the gibs spawn in sync with the delayed explosions
int nGibs = random->RandomInt( 1, 4 );
for ( int i = 0; i < nGibs; i++)
{
// Throw a flaming, smoking chunk.
CGib *pChunk = CREATE_ENTITY( CGib, "gib" );
pChunk->Spawn( "models/gibs/hgibs.mdl" );
pChunk->SetBloodColor( DONT_BLEED );
QAngle vecSpawnAngles;
vecSpawnAngles.Random( -90, 90 );
pChunk->SetAbsOrigin( vecAbsPoint );
pChunk->SetAbsAngles( vecSpawnAngles );
int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 );
pChunk->Spawn( s_pChunkModelName[nGib] );
pChunk->SetOwnerEntity( this );
pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f );
pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false );
// Set the velocity
if ( pPhysicsObject )
{
pPhysicsObject->EnableMotion( true );
Vector vecVelocity;
QAngle angles;
angles.x = random->RandomFloat( -20, 20 );
angles.y = random->RandomFloat( 0, 360 );
angles.z = 0.0f;
AngleVectors( angles, &vecVelocity );
vecVelocity *= random->RandomFloat( 300, 900 );
vecVelocity += GetAbsVelocity();
AngularImpulse angImpulse;
angImpulse = RandomAngularImpulse( -180, 180 );
pChunk->SetAbsVelocity( vecVelocity );
pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse );
}
CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false );
if ( pFlame != NULL )
{
pFlame->SetLifetime( pChunk->m_lifeTime );
}
}
UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
if( hl2_episodic.GetBool() )
{
// EP1 perf hit
Ignite( 6, false );
}
else
{
Ignite( 60, false );
}
m_lifeState = LIFE_DYING;
// Spawn a lesser amount if the player is close
m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT;
m_flRocketTime = gpGlobals->curtime;
}
示例6: SetNextThink
//------------------------------------------------------------------------------
// Purpose: Samples the player's inputs and fires outputs based on what buttons
// are currently held down.
//------------------------------------------------------------------------------
void CGameUI::Think( void )
{
CBasePlayer *pPlayer = m_player;
// If player is gone, stop thinking
if (pPlayer == NULL)
{
SetNextThink( TICK_NEVER_THINK );
return;
}
// If we're forcing an update, state with a clean button state
if ( m_bForceUpdate )
{
m_nLastButtonState = pPlayer->m_nButtons;
}
// ------------------------------------------------
// Check that toucher is facing the UI within
// the field of view tolerance. If not disconnect
// ------------------------------------------------
if (m_flFieldOfView > -1)
{
Vector vPlayerFacing;
pPlayer->EyeVectors( &vPlayerFacing );
Vector vPlayerToUI = GetAbsOrigin() - pPlayer->WorldSpaceCenter();
VectorNormalize(vPlayerToUI);
float flDotPr = DotProduct(vPlayerFacing,vPlayerToUI);
if (flDotPr < m_flFieldOfView)
{
Deactivate( pPlayer );
return;
}
}
pPlayer->AddFlag( FL_ONTRAIN );
SetNextThink( gpGlobals->curtime );
// Deactivate if they jump or press +use.
// FIXME: prevent the use from going through in player.cpp
if ((( pPlayer->m_afButtonPressed & IN_USE ) && ( m_spawnflags & SF_GAMEUI_USE_DEACTIVATES )) ||
(( pPlayer->m_afButtonPressed & IN_JUMP ) && ( m_spawnflags & SF_GAMEUI_JUMP_DEACTIVATES )))
{
Deactivate( pPlayer );
return;
}
// Determine what's different
int nButtonsChanged = ( pPlayer->m_nButtons ^ m_nLastButtonState );
//
// Handle all our possible input triggers
//
if ( nButtonsChanged & IN_MOVERIGHT )
{
if ( m_nLastButtonState & IN_MOVERIGHT )
{
m_unpressedMoveRight.FireOutput( pPlayer, this, 0 );
}
else
{
m_pressedMoveRight.FireOutput( pPlayer, this, 0 );
}
}
if ( nButtonsChanged & IN_MOVELEFT )
{
if ( m_nLastButtonState & IN_MOVELEFT )
{
m_unpressedMoveLeft.FireOutput( pPlayer, this, 0 );
}
else
{
m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
}
}
if ( nButtonsChanged & IN_FORWARD )
{
if ( m_nLastButtonState & IN_FORWARD )
{
m_unpressedForward.FireOutput( pPlayer, this, 0 );
}
else
{
m_pressedForward.FireOutput( pPlayer, this, 0 );
}
}
if ( nButtonsChanged & IN_BACK )
{
if ( m_nLastButtonState & IN_BACK )
{
m_unpressedBack.FireOutput( pPlayer, this, 0 );
//.........这里部分代码省略.........
示例7: EarPosition
// CONSIDER: if player in water state, autoset and underwater soundscape?
void CEnvSoundscape::UpdateForPlayer( ss_update_t &update )
{
if ( !IsEnabled() )
{
if ( update.pCurrentSoundscape == this )
{
update.pCurrentSoundscape = NULL;
update.currentDistance = 0;
update.bInRange = false;
}
return;
}
// calc range from sound entity to player
Vector target = EarPosition();
float range = (update.playerPosition - target).Length();
if ( update.pCurrentSoundscape == this )
{
update.currentDistance = range;
update.bInRange = false;
if ( m_flRadius > range || m_flRadius == -1 )
{
trace_t tr;
update.traceCount++;
UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1 && !tr.startsolid )
{
update.bInRange = true;
}
}
}
else
{
if ( (!update.bInRange || range < update.currentDistance ) && (m_flRadius > range || m_flRadius == -1) )
{
trace_t tr;
update.traceCount++;
UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1 && !tr.startsolid )
{
audioparams_t &audio = update.pPlayer->GetAudioParams();
WriteAudioParamsTo( audio );
update.pCurrentSoundscape = this;
update.bInRange = true;
update.currentDistance = range;
}
}
}
if ( soundscape_debug.GetBool() )
{
// draw myself
NDebugOverlay::Box(GetAbsOrigin(), Vector(-10,-10,-10), Vector(10,10,10), 255, 0, 255, 64, NDEBUG_PERSIST_TILL_NEXT_SERVER );
if ( update.pPlayer )
{
audioparams_t &audio = update.pPlayer->GetAudioParams();
if ( audio.entIndex != entindex() )
{
if ( InRangeOfPlayer( update.pPlayer ) )
{
NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 255, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
else
{
NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 0, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
else
{
if ( InRangeOfPlayer( update.pPlayer ) )
{
NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
else
{
NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 170, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
// also draw lines to each sound position.
// we don't store the number of local sound positions, just a bitvector of which ones are on.
unsigned int soundbits = audio.localBits.Get();
float periodic = 2.0f * sin((fmod(gpGlobals->curtime,2.0f) - 1.0f) * M_PI); // = -4f .. 4f
for (int ii = 0 ; ii < NUM_AUDIO_LOCAL_SOUNDS ; ++ii )
{
if ( soundbits & (1 << ii) )
{
const Vector &soundLoc = audio.localSound.Get(ii);
NDebugOverlay::Line( GetAbsOrigin(), soundLoc, 0, 32 , 255 , false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
NDebugOverlay::Cross3D( soundLoc, 16.0f + periodic, 0, 0, 255, false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
}
}
//.........这里部分代码省略.........
示例8: GetAbsVelocity
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
return;
}
if ( pOther->m_takedamage != DAMAGE_NO )
{
trace_t tr, tr2;
tr = BaseClass::GetTouchTrace();
Vector vecNormalizedVel = GetAbsVelocity();
ClearMultiDamage();
VectorNormalize( vecNormalizedVel );
#if defined(HL2_EPISODIC)
//!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
// (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
{
// Change the owner to stop further collisions with Alyx. We do this by making her the owner.
// The player won't get credit for this kill but at least the bolt won't magically disappear!
SetOwnerEntity( pOther );
return;
}
#endif//HL2_EPISODIC
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
{
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
if ( pPlayer )
{
gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
}
}
else
{
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
}
ApplyMultiDamage();
//Adrian: keep going through the glass.
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
return;
/*if ( !pOther->IsAlive() )
{
// We killed it!
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( pdata->game.material == CHAR_TEX_GLASS )
{
return;
}
}*/
SetAbsVelocity( Vector( 0, 0, 0 ) );
// play body "thwack" sound
EmitSound( "Weapon_Crossbow.BoltHitBody" );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );
if ( tr2.fraction != 1.0f )
{
// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
{
CEffectData data;
data.m_vOrigin = tr2.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = tr2.fraction != 1.0f;
DispatchEffect( "BoltImpact", data );
}
}
//.........这里部分代码省略.........
示例9: Reload
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::FireBolt()
{
if ( m_iClip1 <= 0 )
{
if ( !m_bFireOnEmpty )
Reload();
else
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = 0.15;
}
return;
}
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if ( !pOwner )
return;
#ifndef CLIENT_DLL
pOwner->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAG_RESTART);
Vector vecAiming = pOwner->GetAutoaimVector(0);
Vector vecSrc = pOwner->Weapon_ShootPosition();
QAngle angAiming;
VectorAngles( vecAiming, angAiming );
#if defined(HL2_EPISODIC)
// !!!HACK - the other piece of the Alyx crossbow bolt hack for Outland_10 (see ::BoltTouch() for more detail)
if( FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
{
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 24.0f, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if( tr.m_pEnt != NULL && tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// If Alyx is right in front of the player, make sure the bolt starts outside of the player's BBOX, or the bolt
// will instantly collide with the player after the owner of the bolt is switched to Alyx in ::BoltTouch(). We
// avoid this altogether by making it impossible for the bolt to collide with the player.
vecSrc += vecAiming * 24.0f;
}
}
#endif
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner );
if ( pOwner->GetWaterLevel() == 3 )
pBolt->SetAbsVelocity(vecAiming * BOLT_WATER_VELOCITY);
else
pBolt->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
#endif
m_iClip1--;
pOwner->ViewPunch(QAngle( -2, 0, 0 ));
WeaponSound(SINGLE);
WeaponSound(SPECIAL2);
#ifndef CLIENT_DLL
CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 200, 0.2);
#endif
SendWeaponAnim(ACT_VM_PRIMARYATTACK);
// HEV suit - indicate out of ammo condition
if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
DoLoadEffect();
SetChargerState(CHARGER_STATE_DISCHARGE);
}
示例10: SetSolid
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSprite::Spawn( void )
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
m_flFrame = 0;
Precache();
SetModel( STRING( GetModelName() ) );
CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );
m_flMaxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
AddEffects( EF_NOSHADOW | EF_NORECEIVESHADOW );
#if !defined( CLIENT_DLL )
if ( m_flGlowProxySize > MAX_GLOW_PROXY_SIZE )
{
// Clamp on Spawn to prevent per-frame spew
DevWarning( "env_sprite at setpos %0.0f %0.0f %0.0f has invalid glow size %f - clamping to %f\n",
GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, m_flGlowProxySize.Get(), MAX_GLOW_PROXY_SIZE );
m_flGlowProxySize = MAX_GLOW_PROXY_SIZE;
}
if ( GetEntityName() != NULL_STRING && !(m_spawnflags & SF_SPRITE_STARTON) )
{
TurnOff();
}
else
#endif
{
TurnOn();
}
// Worldcraft only sets y rotation, copy to Z
if ( GetLocalAngles().y != 0 && GetLocalAngles().z == 0 )
{
QAngle angles = GetLocalAngles();
angles.z = angles.y;
angles.y = 0;
SetLocalAngles( angles );
}
// Clamp our scale if necessary
float scale = m_flSpriteScale;
if ( scale < 0 || scale > MAX_SPRITE_SCALE )
{
#if !defined( CLIENT_DLL )
DevMsg( "LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n", GetDebugName(), m_flSpriteScale, MAX_SPRITE_SCALE );
#endif
scale = clamp( m_flSpriteScale, 0, MAX_SPRITE_SCALE );
}
//Set our state
SetBrightness( GetRenderAlpha() );
SetScale( scale );
#if defined( CLIENT_DLL )
m_flStartScale = m_flDestScale = m_flSpriteScale;
m_nStartBrightness = m_nDestBrightness = m_nBrightness;
#endif
}
示例11: UTIL_GetGlobalTrace
void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther )
{
float flpitch;
TraceResult tr = UTIL_GetGlobalTrace();
// don't hit the guy that launched this grenade
if( pev->owner && pOther->edict() == pev->owner )
return;
// at least until we've bounced once
pev->owner = NULL;
pev->angles.x = 0;
pev->angles.z = 0;
// avoid bouncing too much
if( m_flNextHit > gpGlobals->time )
return;
// higher pitch as squeeker gets closer to detonation time
flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
{
// attack!
// make sure it's me who has touched them
if( tr.pHit == pOther->edict() )
{
// and it's not another squeakgrenade
if( tr.pHit->v.modelindex != pev->modelindex )
{
// ALERT( at_console, "hit enemy\n");
g_MultiDamage.Clear();
pOther->TraceAttack( CTakeDamageInfo( this, gSkillData.GetSnarkDmgBite(), DMG_SLASH ), gpGlobals->v_forward, &tr );
if( m_hOwner != NULL )
g_MultiDamage.ApplyMultiDamage( this, m_hOwner );
else
g_MultiDamage.ApplyMultiDamage( this, this );
pev->dmg += gSkillData.GetSnarkDmgPop(); // add more explosion damage
// m_flDie += 2.0; // add more life
// make bite sound
EMIT_SOUND_DYN( this, CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, ( int ) flpitch );
m_flNextAttack = gpGlobals->time + 0.5;
}
}
else
{
// ALERT( at_console, "been hit\n");
}
}
m_flNextHit = gpGlobals->time + 0.1;
m_flNextHunt = gpGlobals->time;
if( g_pGameRules->IsMultiplayer() )
{
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
if( gpGlobals->time < m_flNextBounceSoundTime )
{
// too soon!
return;
}
}
if( !( pev->flags & FL_ONGROUND ) )
{
// play bounce sound
float flRndSound = RANDOM_FLOAT( 0, 1 );
if( flRndSound <= 0.33 )
EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, ( int ) flpitch );
else if( flRndSound <= 0.66 )
EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, ( int ) flpitch );
else
EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, ( int ) flpitch );
CSoundEnt::InsertSound( bits_SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
}
else
{
// skittering sound
CSoundEnt::InsertSound( bits_SOUND_COMBAT, GetAbsOrigin(), 100, 0.1 );
}
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
}
示例12: SetTouch
void CSqueakGrenade::HuntThink( void )
{
// ALERT( at_console, "think\n" );
if( !IsInWorld() )
{
SetTouch( NULL );
UTIL_Remove( this );
return;
}
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
// explode when ready
if( gpGlobals->time >= m_flDie )
{
g_vecAttackDir = pev->velocity.Normalize();
pev->health = -1;
Killed( CTakeDamageInfo( this, 0, 0 ), GIB_NORMAL );
return;
}
// float
if( GetWaterLevel() != WATERLEVEL_DRY )
{
if( pev->movetype == MOVETYPE_BOUNCE )
{
pev->movetype = MOVETYPE_FLY;
}
pev->velocity = pev->velocity * 0.9;
pev->velocity.z += 8.0;
}
else if( pev->movetype == MOVETYPE_FLY )
{
pev->movetype = MOVETYPE_BOUNCE;
}
// return if not time to hunt
if( m_flNextHunt > gpGlobals->time )
return;
m_flNextHunt = gpGlobals->time + 2.0;
CBaseEntity *pOther = NULL;
Vector vecDir;
TraceResult tr;
Vector vecFlat = pev->velocity;
vecFlat.z = 0;
vecFlat = vecFlat.Normalize();
UTIL_MakeVectors( pev->angles );
if( m_hEnemy == NULL || !m_hEnemy->IsAlive() )
{
// find target, bounce a bit towards it.
Look( 512 );
m_hEnemy = BestVisibleEnemy();
}
// squeek if it's about time blow up
if( ( m_flDie - gpGlobals->time <= 0.5 ) && ( m_flDie - gpGlobals->time >= 0.3 ) )
{
EMIT_SOUND_DYN( this, CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) );
CSoundEnt::InsertSound( bits_SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
}
// higher pitch as squeeker gets closer to detonation time
float flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
if( flpitch < 80 )
flpitch = 80;
if( m_hEnemy != NULL )
{
if( FVisible( m_hEnemy ) )
{
vecDir = m_hEnemy->EyePosition() - GetAbsOrigin();
m_vecTarget = vecDir.Normalize();
}
float flVel = pev->velocity.Length();
float flAdj = 50.0 / ( flVel + 10.0 );
if( flAdj > 1.2 )
flAdj = 1.2;
// ALERT( at_console, "think : enemy\n");
// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
}
if( pev->flags & FL_ONGROUND )
{
pev->avelocity = Vector( 0, 0, 0 );
}
else
{
//.........这里部分代码省略.........
示例13: WorldSpaceCenter
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CLookDoor::MoveThink(void)
{
// --------------------------------
// Make sure we have a looker
// --------------------------------
if (m_hLooker == NULL)
{
m_hLooker = (CBaseEntity*)gEntList.FindEntityByName( NULL, m_target );
if (m_hLooker == NULL)
{
return;
}
}
//--------------------------------------
// Calculate an orgin for the door
//--------------------------------------
Vector vOrigin = WorldSpaceCenter() - GetAbsOrigin();
// If FROM_OPEN flag is set, door proximity is measured
// from the open and not the closed position
if (FBitSet (m_spawnflags, SF_LDOOR_FROM_OPEN))
{
vOrigin += m_vecPosition2;
}
// ------------------------------------------------------
// First add movement based on proximity
// ------------------------------------------------------
float flProxMove = 0;
if (m_flProximityDistance > 0)
{
float flDist = (m_hLooker->GetAbsOrigin() - vOrigin).Length()-m_flProximityOffset;
if (flDist < 0) flDist = 0;
if (flDist < m_flProximityDistance)
{
if (FBitSet (m_spawnflags, SF_LDOOR_THRESHOLD))
{
flProxMove = 1.0;
}
else
{
flProxMove = 1-flDist/m_flProximityDistance;
}
}
}
// ------------------------------------------------------
// Then add movement based on view angle
// ------------------------------------------------------
float flViewMove = 0;
if (m_flFieldOfView > 0)
{
// ----------------------------------------
// Check that toucher is facing the target
// ----------------------------------------
Assert( dynamic_cast< CBaseCombatCharacter* >( m_hLooker.Get() ) );
CBaseCombatCharacter* pBCC = (CBaseCombatCharacter*)m_hLooker.Get();
Vector vTouchDir = pBCC->EyeDirection3D( );
Vector vTargetDir = vOrigin - pBCC->EyePosition();
VectorNormalize(vTargetDir);
float flDotPr = DotProduct(vTouchDir,vTargetDir);
if (flDotPr < m_flFieldOfView)
{
flViewMove = 0.0;
}
else
{
flViewMove = (flDotPr-m_flFieldOfView)/(1.0 - m_flFieldOfView);
}
}
//---------------------------------------
// Summate the two moves
//---------------------------------------
float flMove = flProxMove + flViewMove;
if (flMove > 1.0)
{
flMove = 1.0;
}
// If behavior is inverted do the reverse
if (FBitSet (m_spawnflags, SF_LDOOR_INVERT))
{
flMove = 1-flMove;
}
// Move the door
SetPosition( flMove );
}
示例14: GetAbsOrigin
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_VehicleDriver::OverridePathMove( float flInterval )
{
// Setup our initial path data if we've just started running a path
if ( !m_pCurrentWaypoint )
{
m_vecPrevPoint = GetAbsOrigin();
m_vecPrevPrevPoint = GetAbsOrigin();
m_vecDesiredPosition = GetNavigator()->GetCurWaypointPos();
CalculatePostPoints();
// Init our two waypoints
m_Waypoints[0] = new CVehicleWaypoint( m_vecPrevPrevPoint, m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint );
m_Waypoints[1] = new CVehicleWaypoint( m_vecPrevPoint, m_vecDesiredPosition, m_vecPostPoint, m_vecPostPostPoint );
m_pCurrentWaypoint = m_Waypoints[0];
m_pNextWaypoint = m_Waypoints[1];
m_flDistanceAlongSpline = 0.2;
}
// Have we reached our target? See if we've passed the current waypoint's plane.
Vector vecAbsMins, vecAbsMaxs;
CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
if ( BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pCurrentWaypoint->planeWaypoint ) == 3 )
{
if ( WaypointReached() )
return true;
}
// Did we bypass it and reach the next one already?
if ( m_pNextWaypoint && BoxOnPlaneSide( vecAbsMins, vecAbsMaxs, &m_pNextWaypoint->planeWaypoint ) == 3 )
{
if ( WaypointReached() )
return true;
}
// We may have just teleported, so check to make sure we have a waypoint
if ( !m_pCurrentWaypoint || !m_pNextWaypoint )
return false;
// Figure out which spline we're trucking along
CVehicleWaypoint *pCurrentSplineBeingTraversed = m_pCurrentWaypoint;
if ( m_flDistanceAlongSpline > 1 )
{
pCurrentSplineBeingTraversed = m_pNextWaypoint;
}
// Get our current speed, and check it against the length of the spline to know how far to advance our marker
AngularImpulse angVel;
Vector vecVelocity;
IPhysicsObject *pVehiclePhysics = m_hVehicleEntity->VPhysicsGetObject();
if( !pVehiclePhysics )
{
// I think my vehicle has been destroyed.
return false;
}
pVehiclePhysics->GetVelocity( &vecVelocity, &angVel );
float flSpeed = vecVelocity.Length();
float flIncTime = gpGlobals->curtime - GetLastThink();
float flIncrement = flIncTime * (flSpeed / pCurrentSplineBeingTraversed->GetLength());
// Now advance our point along the spline
m_flDistanceAlongSpline = clamp( m_flDistanceAlongSpline + flIncrement, 0, 2);
if ( m_flDistanceAlongSpline > 1 )
{
// We crossed the spline boundary
pCurrentSplineBeingTraversed = m_pNextWaypoint;
}
Vector vSplinePoint = pCurrentSplineBeingTraversed->GetPointAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
Vector vSplineTangent = pCurrentSplineBeingTraversed->GetTangentAt( m_flDistanceAlongSpline > 1 ? m_flDistanceAlongSpline-1 : m_flDistanceAlongSpline );
// Now that we've got the target spline point & tangent, use it to decide what our desired velocity is.
// If we're close to the tangent, just use the tangent. Otherwise, Lerp towards it.
Vector vecToDesired = (vSplinePoint - GetAbsOrigin());
float flDistToDesired = VectorNormalize( vecToDesired );
float flTangentLength = VectorNormalize( vSplineTangent );
if ( flDistToDesired > (flTangentLength * 0.75) )
{
m_vecDesiredVelocity = vecToDesired * flTangentLength;
}
else
{
VectorLerp( vSplineTangent, vecToDesired * flTangentLength, (flDistToDesired / (flTangentLength * 0.5)), m_vecDesiredVelocity );
}
// Decrease speed according to the turn we're trying to make
Vector vecRight;
m_hVehicleEntity->GetVectors( NULL, &vecRight, NULL );
Vector vecNormVel = m_vecDesiredVelocity;
VectorNormalize( vecNormVel );
float flDotRight = DotProduct( vecRight, vecNormVel );
flSpeed = (1.0 - fabs(flDotRight));
// Don't go slower than we've been told to go
if ( flSpeed < m_flDriversMinSpeed )
//.........这里部分代码省略.........
示例15: GetLastThink
//-----------------------------------------------------------------------------
// Run all of the AI for elements within the range iStart to iEnd
//-----------------------------------------------------------------------------
void CNPC_Blob::DoBlobBatchedAI( int iStart, int iEnd )
{
float flInterval = gpGlobals->curtime - GetLastThink();
// Local fields for sin-wave movement variance
float flMySine;
float flAmplitude = npc_blob_sin_amplitude.GetFloat();
float flMyAmplitude;
Vector vecRight;
Vector vecForward;
// Local fields for attract/repel
float minDistSqr = Square( m_flMinElementDist );
float flBlobSpeed = blob_element_speed.GetFloat();
float flSpeed;
// Local fields for speed limiting
float flMinSpeed = blob_element_speed.GetFloat() * 0.5f;
float flMaxSpeed = blob_element_speed.GetFloat() * 1.5f;
bool bEnforceSpeedLimit;
bool bEnforceRelativePositions;
bool bDoMovementVariation;
bool bDoOrientation = npc_blob_use_orientation.GetBool();
float flIdleSpeedFactor = npc_blob_idle_speed_factor.GetFloat();
// Group cohesion
float flBlobRadiusSqr = Square( blob_radius.GetFloat() + 48.0f ); // Four feet of fudge
// Build a right-hand vector along which we'll add some sine wave data to give each
// element a unique insect-like undulation along an axis perpendicular to their path,
// which makes the entire group look far less orderly
if( GetEnemy() != NULL )
{
// If I have an enemy, the right-hand vector is perpendicular to a straight line
// from the group's centroid to the enemy's origin.
vecForward = GetEnemy()->GetAbsOrigin() - m_vecCentroid;
VectorNormalize( vecForward );
vecRight.x = vecForward.y;
vecRight.y = -vecForward.x;
}
else
{
// If there is no enemy, wobble along the axis from the centroid to me.
vecForward = GetAbsOrigin() - m_vecCentroid;
VectorNormalize( vecForward );
vecRight.x = vecForward.y;
vecRight.y = -vecForward.x;
}
//--
// MAIN LOOP - Run all of the elements in the set iStart to iEnd
//--
for( int i = iStart ; i < iEnd ; i++ )
{
CBlobElement *pThisElement = m_Elements[ i ];
//--
// Initial movement
//--
// Start out with bEnforceSpeedLimit set to false. This is because an element
// can't overspeed if it's moving undisturbed towards its target entity or
// target location. An element can only under or overspeed when it is repelled
// by multiple other elements in the group. See "Relative Positions" below.
//
// Initialize some 'defaults' that may be changed for each iteration of this loop
bEnforceSpeedLimit = false;
bEnforceRelativePositions = true;
bDoMovementVariation = true;
flSpeed = flBlobSpeed;
switch( pThisElement->GetActiveMovementRule() )
{
case BLOB_MOVE_DONT_MOVE:
{
pThisElement->SetElementVelocity( vec3_origin, true );
trace_t tr;
Vector vecOrigin = pThisElement->GetAbsOrigin();
UTIL_TraceLine( vecOrigin, vecOrigin - Vector( 0, 0, 16), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction < 1.0f )
{
QAngle angles;
VectorAngles( tr.plane.normal, angles );
float flSwap = angles.x;
angles.x = -angles.y;
angles.y = flSwap;
pThisElement->SetAbsAngles( angles );
}
}
continue;
break;
//.........这里部分代码省略.........